Elemental: War of Magic v1.39a Beta Released!

Stardock is excited to announce the release of the v1.39 beta 2 update for Elemental: War of Magic.  Current customers can update to the latest version via Impulse by showing pre-release version in their options, this update includes a variety of updated features and fixes.

 

Release Notes:

+ Version is now v1.40 in-game
+ Max army size reduced from 12 to 6 units
+ Tech multiplier reduced from 1.5 to 1.3 (faster research)
+ Higher level monsters will spawn later in the game no matter what
+ AI smarter about targeting in tactical battles (not always the "toughest" unit)
+ AI more generous about imbuing their champions
+ AI more likely to choose guardians on city upgrades
+ Fixed bug that resulted in the AI not reliably learning higher level spells
+ AI more greedy when demanding tribute
+ Fixed bug from 1.4 beta 1 that caused units not to automove.
+ Fixed bug where if the AI hated everyone they would still say they're handing their kingdom over to (blank)
+ City Hubs store more population
+ City Hubs provide less zone of control by default
+ Increased # of turns on many improvements from 1 turn to 3 turns
+ Embassies are no longer an unlimited improvement
+ Fixed strange noises quest to have an illustration
+ Fixed the train unit window UI where the unit costs were messed up
+ Named the dog unit's default name from "dog" to "Annie" in honor of Paul Boyer's dog (the dog is visually based on Annie)
+ New title logo
+ Vastly reduced the cost of a non-aggression pack
+ Teleport spell cost increased from 40 mana to 250 mana
+ New flavor text added
+ Reduced the value of monuments to the AI
+ City Guardian units buffed. They're much more powerful now, correspond with city level

24,910 views 6 replies
Reply #1 Top

Sounds awesome, will give this a try when I get home.

Reply #2 Top

Looks like a lot of yummy goodness:-)  Teleport cost increase in particular could fix a lot of fun-reducing player exploitation.

Reply #3 Top

Teleport says mana cost is still 40.  Is this a typo, or is that the functional number?

Best regards,
Steven.

Reply #4 Top

I'll give this a run later today, thanks for the continued efforts!

Reply #5 Top

When giving a unit an order to move to a spot that's multiple turns away, the unit will move that turn, then when you end the turn, the unit will not move. The unit will then move the turn following that one. So, it skips the turn following the turn you give the order.

Also added to Support forum. ^^

Reply #6 Top

Quoting Trifler500, reply 5
When giving a unit an order to move to a spot that's multiple turns away, the unit will move that turn, then when you end the turn, the unit will not move. The unit will then move the turn following that one. So, it skips the turn following the turn you give the order.

Also added to Support forum. ^^

This isn't a bug (queued orders are executed at end of turn, not at start)--see my reply on your other thread.